Duskfade Worlds
Four official worlds, one hub, and the 24-stage path list used by the walkthrough and collectibles pages.
How Duskfade Worlds Work
Official material confirms four worlds, each with two or three unique biomes plus shared biomes. There is no official published name list for those four worlds.
Release-version checklists treat Tick Town as the hub, then send you out along four returnable paths: Volcano, Sea, Hills, and Desert. Combined with Tick Town and the endgame Tower, that gives 24 stage pages on the walkthrough checklist.
| Layer | What is confirmed | Source |
|---|---|---|
| Worlds | 4 worlds, 2–3 unique biomes each, plus common biomes | Official Steam FAQ |
| Look and feel | Ethereal forests, underwater realms, sunlit dunes, cloudy heights, floating islands, crystal mine shafts | Official pages / Xbox Wire |
| Hub | Tick Town | Official demo notes + checklists |
| Playable route | Four paths and 24 listed pages | Release-version collectible checklists plus the full-video walkthrough |
| Official world names | Not published | Official FAQ is silent |
Tick Town
Tick Town is the center of the released game. You come back here to:
- Pick the next path
- Fast Travel
- Spend Upgrade Gears and Crystals
- Turn in Music Boxes, cards, kittens, glass, and sword colors
Wally’s hiding-spot trophy also lives in town. Treat Tick Town as a hub, not as a world you 100% once and leave. The six hiding spots run in a fixed order, and the later ones need the Sundial gold rail plus the full movement kit, so most players finish this as endgame cleanup.
Full route: Tick Town walkthrough.
The Four Paths
These area names come from in-game collectible counters used by independent checklists. They are not an official atlas. Some lists spell the first forest Ezarus, others Erazus. Same stage.
| Path | Official theme it matches | Areas | Notes |
|---|---|---|---|
| Volcano | Forest into mines / fire | Ezarus Forest → Scorched Grove → Starstone Mines → Mount Cinder → Prison of the Beast | Mines were already named in official demo notes. Prison of the Beast has no collectibles. Wrath sits at Howling Geode, then Guayota closes the path. |
| Sea | Water / academy | Meridian Village → Lantern Port → Clockwork Academy → Apprentice’s Wing → Craftsman’s Wing → Great Library → Scriptorium of the Twelve | Longest path. Clockwork Academy is a story and trophy landmark, Sadness waits in the Amphitheater of Tears, and The Watcher closes the checklist. |
| Hills | High roads / cloudy heights | Canal Hamlet → Celestial Kingdom → Royal Highroads → Auric Palace → Veiled Chambers | Veiled Chambers has no collectibles. Celestial Kingdom unlocks the Sundial gold rail, which later Wally spots depend on. |
| Desert | Sunlit dunes / late ruins | Deepthorne → Stonetusk Canyon → Clockmaker’s Rest → Desert of the Last Memory → Chronos Aeternum | Late-game desert and clockmaker ruins. Anchored Wilhelm closes the path before the Tower. |
Official copy does not say you must finish Volcano first. Follow the story marker from Tick Town.
Stage Pages
Each release-version stage now has its own walkthrough page with the route steps, boss or key-item note, missable action checks, and an illustrated movement step:
| Path | Stage | What matters |
|---|---|---|
| Hub | Tick Town | Hub, shops, Wally, path select |
| Volcano | Ezarus Forest | Early Cloudie checks |
| Volcano | Scorched Grove | Forest-to-fire transition |
| Volcano | Starstone Mines | Grapple and air-dash shafts |
| Volcano | Mount Cinder | Wrath at Howling Geode |
| Volcano | Prison of the Beast | Guayota, no collectibles |
| Sea | Meridian Village | Academy discovery |
| Sea | Lantern Port | Wilson scarecrow check |
| Sea | Clockwork Academy | Stained-glass turn-in |
| Sea | Apprentice’s Wing | Sadness |
| Sea | Craftsman’s Wing | Tailord appears |
| Sea | Great Library | Ability-gated stacks |
| Sea | Scriptorium of the Twelve | The Watcher |
| Hills | Canal Hamlet | Hills opener |
| Hills | Celestial Kingdom | Sundial key item |
| Hills | Royal Highroads | Rail rhythm |
| Hills | Auric Palace | Observatory route |
| Hills | Veiled Chambers | Father Gaoth, no collectibles |
| Desert | Deepthorne | Late movement gate |
| Desert | Stonetusk Canyon | Grandma check |
| Desert | Clockmaker’s Rest | Desert kitten |
| Desert | Desert of the Last Memory | Desert explorer check |
| Desert | Chronos Aeternum | Anchored Wilhelm |
| Endgame | The Tower | Despair and escape |
Biomes
Keep the official wording:
- Each world has 2 or 3 unique biomes and common biomes
- Official environment types: forests, underwater places, dunes, cloudy heights
- The expanded demo named four biomes, including the Mines
A review describing “four biomes with multiple levels” is likely using biome the way the FAQ uses world. Fan-made world and biome name lists are not used here.
See Biomes for the short official summary.
Moving Between Worlds
There is no published official level map. You navigate with:
- Tick Town
- Fast Travel Points / teleporter pads
- The story marker
You can return to earlier stages after later movement unlocks. That is why the Walkthrough tells you to leave gated chests.
FAQ
How many worlds are in Duskfade? Four. Official FAQ.
What are the world names? Not published officially. Current checklists use Tick Town plus Volcano, Sea, Hills, and Desert paths.
How many areas are there? Checklists list Tick Town, the four path stages, and The Tower: 24 walkthrough pages. Two of the path stages have no collectibles.
Is Tick Town a fifth world? Official material counts four worlds. Tick Town is the hub those worlds connect through.